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                        Returning 35 results for 'gifts confined leading'.
                    
                
                        
                            
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                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     suits of bonecraft armor, whose magic focused their divine gifts, allowing them to command units of mindless undead. Bonecraft armor can't be removed without killing the knight who wears it, and when
                                                
                                            
                                                
                                                     their bonecraft armor and still convinced of Karrnathi supremacy. These bone knights felt that Kaius had betrayed both them and their nation, leading their once-proud order to find a new purpose in the service of Lady Illmarrow.Necrotic, Poison
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     gifts of gold, is causing nightmares among the local nobility.
7
A powerful spellcaster is forcing a captive moonstone dragon to invade the dreams of adventurers, sending parties on quests to
                                                
                                            
                                                
                                                    âs life.
4
A young moonstone dragon has acquired a powerful magic item belonging to one of the fey courts and is leading the assassin sent to retrieve the item on a chase through the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     treated to a terrifying, 7-foot-tall assemblage of human body parts. This flesh golem attacks anyone who isnât in the company of the Abbot or Clovin Belview. None of the doors leading from the hall are
                                                
                                            
                                                
                                                     end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     dwarves are also divided by their attitude toward the aberrations. Some of the clansânotably Soldorakâembrace symbionts and other daelkyr gifts; some even experiment with flesh-warping techniques and
                                                
                                            
                                                
                                                     darkness. Long ago, the dwarves engaged in vicious feuds that kept them from uniting as a nation. This new divide could reignite those rivalries, leading to a civil war on the surface even as evil gains strength in the depths.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     dungeon with monsters. His old gates were destroyed by the Spellplague, but Halaster has replaced them with new ones, most of which have destinations confined to the dungeon. These gates are not subject
                                                
                                            
                                                
                                                     unless otherwise noted. All the gates leading to and from level 10 are mirror gates. Standing Gate. This gate forms between two standing stones or pillars. Unless otherwise noted, these columns are 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K86. Strahdâs Tomb A heavy portcullis stands closed in the archway leading to this tomb. Lifting it requires a successful DC 25 Strength check. Black marble steps descend to a dark tomb that has a
                                                
                                            
                                                
                                                     eastern alcove has no effect, but any creature that teleports from the eastern alcove of crypt 32 appears here. Treasure Strahd lavished many fine gifts on his three brides. Ludmilla Vilisevic wears a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     dinosaur haunts the shallows at high tide. 2 Thereâs an old trail leading from Ahoyhoy to Dangwaru, high up on the mountainside. Tortles built the Typhoon Palace a century ago for the survivors of a
                                                
                                            
                                                
                                                     elemental spirits called chwingas. If they like you, they will give you gifts.  
 Map 2: Ahoyhoy View Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     paladins of the Blood of Vol were fused into suits of bonecraft armor, whose magic focused their divine gifts, allowing them to command units of mindless undead. Bonecraft armor canât be removed
                                                
                                            
                                                
                                                    , but most were cast asideâstill bound to their bonecraft armor and still convinced of Karrnathi supremacy. These bone knights felt that Kaius had betrayed both them and their nation, leading their once
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     even gone missing. Characters who inspect the windows of Elvaâs cottage can make a DC 10 Intelligence (Investigation) check. On a success, they find wee tracks leading away from a snowy windowsill of the
                                                
                                            
                                                
                                                    , assuming it has been well treated, it bestows a supernatural charm upon the character (see âSupernatural Giftsâ in the Dungeon Masterâs Guide for more information). The charm can be any one of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    4. Myconid Colony A myconid colony manages to thrive in this area, since the tunnels leading to these caves are too narrow for the Stonecloaks to squeeze through. The myconids must endure the
                                                
                                            
                                                
                                                    . Using its Rapport Spores action option to facilitate telepathic communication, Floot welcomes characters to its domain and offers them two potions as gifts (see âTreasureâ below). Floot expects nothing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     the nearby barn (area 4A) is also present. One moon elf (commoner) cleans the hut during the day and is confined in a cage outside at night. Treasure. Characters who search the hut for treasure find a
                                                
                                            
                                                
                                                     (commoner) cleans the hut during the day and is confined in an iron cage outside at night. Treasure. Hanging on the walls between colorfully painted murals of landscapes are four wooden ritual masks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Lord Dagult Neverember, then Waterdeepâs Open Lord, in 1475 DR. Her meeting with Neverember marked the beginning of a torrid love affair that lasted over a year. One of the many gifts he lavished on her
                                                
                                            
                                                
                                                     and divorce her from Waterdeepâs high society. She was allowed to keep her home, but her works and her reputation were destroyed, slowly and methodically. Kalainâs spirit was broken, leading to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    . 
   5  A moonstone dragon hosts a storytelling competition in the Feywild, and the winner gets to claim any one item on display in the dragonâs lair. 
   6  A moonstone dragon, offended by gifts of gold
                                                
                                            
                                                
                                                     acquired a powerful magic item belonging to one of the fey courts and is leading the assassin sent to retrieve the item on a chase through the Feywild. 
   5  A young moonstone dragon has joined a pack of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     Land of the Mists who have souls tend to be vibrant, imaginative, and ambitious. But they find these virtues stifled by the dour, soulless individuals who outnumber them, leading many to seek better
                                                
                                            
                                                
                                                     might create ties with long-dead individuals using the Dark Gifts and backgrounds presented in chapter 1. But overall, spiritual stagnation in the Land of the Mists is meant to provide the opportunity
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     slide open to reveal chambers strewn with minotaur bones â ten chambers in all. One of these chambers has a hallway at the back of it leading to area 56. Advice from the Spirits Any characters
                                                
                                            
                                                
                                                     source of the gift cannot be confirmed without consulting a higher power, but the mark can be removed with a lesser restoration spell or similar magic. These gifts otherwise follow the rules for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     of the lake disappears into darkness.
 The quay leading to area C4 might or might not be visible, depending on which direction the party approaches from. It isnât illuminated and hard to see in the
                                                
                                            
                                                
                                                     another passageway leading east. A second canal leads north from the eastern portion of the lake, and the glimmer of light comes from that direction, as well.
 The ceiling of this cavern is a dome, at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     with human tracks, as well as a set of tracks that look like they belong to a pair of giant rodents. The reptilian (kobold) tracks fan out, leading to areas M2, M3, and M4. The rodent (giant rat
                                                
                                            
                                                
                                                     rushing water is loud in the confined space.
 Characters using darkvision or a light source brighter than a candle can see more walkways attached to the northwest side of the shaft 30 feet farther down
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     
     11:00 AM  The caravan arrives at Horn Enclave.  Flabbergast performs the ritual, or the characters can otherwise infiltrate the stronghold. 
   11:15 AM  Gifts are placed in the vault.  Thoman
                                                
                                            
                                                
                                                     to the vault and bring the suit of armor to the celebration. 
   6:00 PM  The caravan departs from Horn Enclave.  Guests prepare to depart. Ironbeard takes Goratâs key and deposits any last gifts in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     character who makes a successful DC 18 Strength (Athletics) check. Net Trap. A large net trap is installed in the ceiling of the corridor leading from area 1 to the gate that blocks entry into area 2. The
                                                
                                            
                                                
                                                     three archways leading into it from the north, east, and west. A stone bench runs along the south wall. Set in the north wall, opposite the west archway, is a metal gate that closes off an opening to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     as seating areas.
 The eastern shop sells cheap souvenirs and bears a sign that reads, âThe Historianâs Gifts.â The western shop sells books and artifact replicas and is labeled âThe Archaeologistâs
                                                
                                            
                                                
                                                     fights until destroyed. Alarms. An alarm spell has been cast in the hallway leading to the Unearthed Café (area V11). Another alarm spell has been cast on the door in the middle of the east wall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     their village in exchange for their time and efforts exploring the mansion. If the characters agree to explore the mansion, Matreous steps through the double door leading back to the study room. When
                                                
                                            
                                                
                                                     and insist on serving them fresh bread and soup. The duties of the homunculi are confined mostly to the kitchen and the adjoining dining room (area M8). They donât know much about what happens in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     her body on the stairs leading up to the servantsâ quarters (area G19). The maid has a ring of keys on her belt that opens all the locked doors in the mansion as well as the cabinets in area G8. G8
                                                
                                            
                                                
                                                     carry no treasure. G9. Parlor Urstul Floxin was confined here when he returned to the villa, but shortly thereafter he killed his guards and escaped. The room is furnished for comfort and contains dainty
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    -wide passage at the bottom leading south. Characters near the lip of the pit can hear large creatures (the otyughs in area 23c) shuffling in the darkness below.
 Fazrian is a lawful evil planetar
                                                
                                            
                                                
                                                     planetar dies by its own hand or at the hands of the characters, Torm bestows on each character a blessing of protection (see âSupernatural Giftsâ in chapter 7 of the Dungeon Masterâs Guide). This
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    , memories plucked from peopleâs pasts that have been invested with deep feelings of pain, sorrow, longing, guilt, or remorse. These items are brought to her as gifts from the shadar-kai. These trinkets
                                                
                                            
                                                
                                                     himself in a terrible conflict, leading his armies into relentless battles against the Raven Queen and her shadar-kai fanatics and against the vampire lord Kas, Vecnaâs former lieutenant, whom Vecna
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     roomâs center. In their outstretched arms, five of the giants hold weapons â gifts for their All-Father. Only the frost giant statue is unarmed.
 The archway can be further described as follows: The
                                                
                                            
                                                
                                                    , ice-covered sconces made of iron.
 The double doors that lead to this chamber are 30 feet tall and open into the room. The double doors leading to areas 4 and 7 are covered with a 4-inch-thick
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    On Board The Maverick When the characters have traveled through three other portals, they are able to finally make their way through the portal leading to Dran Enterprises headquarters. This portal
                                                
                                            
                                                
                                                     of pink coral (100 gp each), a small gold bracelet (50 gp), five +2 arrows decorated with green flames, a dagger of venom, an immovable rod, and two potions of greater healing. Bracus gifts all this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     statues are raised by a five-foot-high, curved stone platform enclosed by a low wall, with stone steps leading up to it.
 See area H28 for a description of the stone buildingâs interior. The
                                                
                                            
                                                
                                                     touches the spear, the light around the spear fades as Vlagomirâs spark bestows the following supernatural charm on the character (see âSupernatural Giftsâ in the Dungeon Masterâs Guide): Vlagomirâs Spark
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    .
 Personality Trait. âI am superior. Those lesser than I do not deserve my attention.â
 Ideal. âGaernoo gifts us with insight. The knowledge from beyond the veil will open our eyes.â
 Bond. âMy
                                                
                                            
                                                
                                                     reveal passages to area B8 and area B9. B8. Secret Vault A short hallway runs from the secret door in area B7 to stairs leading down. Two wooden chests are the only objects to be seen in this dark room
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     sahuagin while on a hunting trip. He knows little of the fortress but can describe areas 58 and area 60, as well as the corridors leading from those areas to the torture chamber. Borgas is particularly
                                                
                                            
                                                
                                                     confined space.
 A sea lion (see appendix C) was captured by the sahuagin along with its triton master (see cell 50d) and is now being caged until a suitable opponent can be found to pit against it in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     portcullises. The winch to operate the northern portcullis is accessible from the yard. The winch to operate the southern portcullis is inside the passage leading to area B11. It takes 3 actions to raise
                                                
                                            
                                                
                                                     leading to the top, while a doorway at the base of the steps is set into the stone.
 Behind the door at the base of the stairs is a long tunnel that leads to areas B11 and area B15âarea B19. B6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Redbrand Hideout Locations The following locations are keyed to map 2.2. Mike Schley  Map 2.2: Redbrand Hideout View Player Version R1: Cellar The deserted manor grounds have plenty of tracks leading
                                                
                                            
                                                
                                                     southeast corner is sheathed in tarnished copper plate.
 The six skeletons are animated and under orders to attack any creature that comes within 10 feet of the door leading to area R5 or the door
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     stairs leading down to the floor of area 28. The steps are iron grills with holes large enough for a human fist to pass through. The steps provide three-quarters cover against any ranged attack that
                                                
                                            
                                                
                                                     buckets dangling a few inches above the floor. A tunnel leading west connects to an iron gantry (area 18) that overlooks the foundry (area 34). A salamander stands guard in the middle of the room, watching
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War canât bring his full power to
                                                
                                            
                                                
                                                     what forces they are dealing with, or recognize the danger inherent in her gifts. The Queen of Shadows. An entity of shadow, Sul Khatesh can assume any form. Her favored shape is a twelve-foot-tall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of the ceiling overhead
                                                
                                            
                                                
                                                    , trying to overwhelm the adventurers and drive them out of the castle. Trap. The dusty plaster and rubble in front of the door leading to area 8 conceals a copper tripwire connected to linchpins hidden in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     Level 3. Clinging to the west face of the spire is a ledge, above which is a ladder leading up to level 3. Whenever a character crosses the ledge, roll a d6. On a roll of 1, a sudden gust of wind
                                                
                                            
                                                
                                                     tending their fire (which makes the chamber stiflingly hot and smoky) and carving grisly totems from the bones of their enemies. When the pterafolk have prisoners, theyâre confined to the eastern portion
                                                
                                            
                                        






